/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/GameplayAbilityTargetTypes.h
Structure that stores a location in one of several different formats
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)([BlueprintType](Programming/UnrealArchitecture/Reference/Structs/Specifiers/BlueprintType)) struct FGameplayAbilityTargetingLocationInfo
FTransform
LiteralTransform
A literal world transform can be used, if one has been calculated outside of the actor using the ability.
TEnumAsByte<EG...
LocationType
Type of location used - will determine what data is transmitted over the network and what fields are used when calculating position.
TObjectPtr<UGa...
SourceAbility
Ability that will be using the targeting data
TObjectPtr<AAc...
SourceActor
A source actor is needed for Actor-based targeting, but not for Socket-based targeting.
TObjectPtr<UMe...
SourceComponent
Socket-based targeting requires a skeletal mesh component to check for the named socket.
FName
SourceSocketName
If SourceComponent is valid, this is the name of the socket transform that will be used.